CLUSTERS · ATAK PLUGIN

A readable map, at any density

Past a few hundred markers a common operating picture stops being a picture. Clusters collapses colliding markers into single counted, colour-graded groups in screen space — so the terrain comes back and the count tells you where the activity is. Nothing is deleted, nothing is unsubscribed.

$30 lifetime Screen-space clustering Nothing deleted ATAK-CIV/MIL 5.2 and up

Grouped by what the eye sees, restored the moment you zoom in

GROUPED IN SCREEN PIXELS NOTHING DELETED · NOTHING UNSUBSCRIBED BEFORE · 184 MARKERS UNREADABLE · TERRAIN BURIED AFTER · 5 CLUSTERS 46 34 52 40 12 COUNTED · COLOUR-GRADED BY DENSITY HIDE RESTORE ON ZOOM RADIUS 80 px · MIN SIZE 3 · EUDs EXCLUDED
01 · Project

Markers go to screen pixels, not ground metres.

Every visible marker is pushed through the map's own forward projection to its actual screen coordinate. Anything off the viewport is dropped with a margin, so the work scales with what is on screen rather than with the size of the database.

02 · Group

A pixel grid, then a proximity check.

Screen coordinates are binned into a grid sized at twice the cluster radius, and every candidate group is re-checked against the radius before it is allowed to form — so a cell boundary never invents a cluster out of markers that are not visually together.

03 · Restore

Zoom in and everything comes back.

Members are set invisible and tracked, never removed. When the operator zooms in or taps a cluster, it dissolves and every marker returns with its type, metadata and history untouched. Your self marker, routes and — by default — teammate EUDs are never clustered at all.

HOW CLUSTERS WORKS

Legibility without losing anything.

Marker density is the quiet failure mode of a long operation. Clusters gives the map a way to say “there are forty things here” — and to hand them all back the moment the operator leans in.

01 THE PROBLEM

Past a few hundred markers, the map stops being a map.

Every sensor hit, tracker ping and dropped point adds an icon, and none of them go away on their own. The operator ends up reading a wall of overlapping symbols with the terrain buried underneath, and ATAK’s only levers are blunt: hide a whole overlay, or start deleting. Both trade awareness for legibility.

02 SCREEN SPACE

Grouped by what the eye sees, not by metres on the ground.

Most clustering works in ground units, so the grouping changes meaning every time the scale changes. This plugin projects each marker through the map’s own forward transform to its actual screen coordinate, bins those pixels into a grid sized at twice the cluster radius, then re-checks each candidate group against the radius so a cell boundary never invents a cluster. Markers outside the viewport are dropped with a margin before any work happens.

03 REVERSIBLE

Hidden, never deleted.

A cluster is a real map item standing in for its members: it carries the count in its callsign and title, and steps green, yellow, orange, red as the group grows. The members are set invisible and tracked, not removed — zoom in or tap the cluster and every one returns with its type, metadata and history untouched. Your own self marker, routes and non-point items are never clustered, and teammate EUDs are excluded unless you opt them in.

04 CONTROLS

Five live sliders, tuned in the field.

Density tolerance is a matter of mission, so every parameter sits in a drop-down with live sliders rather than a config file. Set how close is close enough, how many markers make a crowd, and whether clustering should engage at all below a given marker count — and watch the map respond as you drag. One switch turns the whole thing off; another opts teammate EUDs in when the density justifies it.

MORE CAPABILITIES

Extended feature list

01 RADIUS Cluster radius, 20–500 px

The primary control: how far apart two markers can sit on screen and still be grouped. Because it is measured in pixels rather than metres, the behaviour stays consistent as the operator zooms.

02 CLAMP Max radius and minimum distance

An upper clamp so clusters never grow beyond a set screen distance no matter what the other settings allow, and a floor below which markers always cluster regardless. Both are adjustable — 50–500 px and 10–100 px.

03 SIZE Minimum cluster size, 2–10

How many markers have to collide before a cluster is worth forming. Set it high and only genuine crowds collapse; set it low and even pairs group up.

04 THRESHOLD Activate above N markers, 0–100

Leave clustering dormant until the map actually holds enough markers to need it, so the picture behaves normally early in an operation and starts collapsing density only when it earns it. Zero always clusters.

05 EUDs Teammates excluded by default

TAK EUD contacts are identified and skipped, so a teammate never disappears into a cluster unless the operator deliberately opts them in with a switch. Your own self marker is never clustered under any setting.

06 EXCLUSIONS Routes and non-point items are left alone

Routes and anything that is not a point map item are never grouped, along with existing cluster markers — so the geometry an operator drew stays exactly as they drew it.

07 MARKER Counted and colour-graded

The cluster's callsign carries a filled dot and the member count, its title reads as the count, and its colour steps green, yellow, orange, red as the group grows — so density is visible before the number is read.

08 PERFORMANCE Viewport-bounded and debounced

Only markers inside the viewport, plus a radius-sized margin, are processed, and recomputes on map movement and scale change run on a 500 ms debounce so clusters do not flicker while the operator pans.

WHERE IT EARNS ITS PLACE

Any picture that gets crowded.

Clustering is not a feature you notice until the map has too much on it. These are the situations where it stops being cosmetic and starts being the difference between a readable picture and a wall of icons.

LONG OPERATIONS Density that grows all day. Activation threshold · Radius · Min size

Every sensor, tracker and dropped point adds an icon and none of them leave. Set an activation threshold so the map behaves normally early on and starts collapsing groups only once the marker count justifies it.

SENSOR-HEAVY Detections arriving faster than anyone prunes them. Screen-space grouping · Colour grading

Drone detections, tracker pings and RF hits stack up quicker than an operator can triage. Clustering keeps the terrain readable without anyone having to decide what to delete, and the colour grading shows where the concentration is.

BRIEFING Zoomed out to the whole AO. Counts · Colour by density · Restore on zoom

At AO scale a counted cluster communicates concentration far better than a solid mass of icons. Zoom into any one of them and the underlying markers come straight back for the detail.

MIXED PICTURE Teammates stay individually visible. EUD exclusion · Self marker · Routes

Clustering never swallows the people on the net: EUD contacts are excluded by default, the self marker is always excluded, and routes are left exactly as drawn.

READY TO FIELD IT

Give the map its terrain back.

License the plugin in under 2 minutes. Or book a scoping call if you're deploying to a team of 10+ and need a volume quote.

  • Ships instant via email
  • $30 lifetime · one per device
  • Fleet pricing available
Clusters ATAK Plugin $30.00
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